using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

namespace tetris
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        Rectangle windowRect;
        Color backgroundColor;

        Texture2D menuBackground;
        Texture2D gameBackground;

        Texture2D cursor;
        Rectangle cursorRect;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            // our screens aren't dynamic, so disallow this for windows
            Window.AllowUserResizing = false;

            // this might also be useful
            graphics.ToggleFullScreen();

            // use something like this when you need a full size rectangle
            windowRect = new Rectangle(0, 0, 1024, 768);
            graphics.PreferredBackBufferWidth = windowRect.Width;
            graphics.PreferredBackBufferHeight = windowRect.Height;

            cursorRect = new Rectangle(windowRect.X / 2, windowRect.Y, 16, 16);
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            backgroundColor = Color.Gray;

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            menuBackground = Content.Load<Texture2D>("tetrisMenuBackground");
            gameBackground = Content.Load<Texture2D>("tetrisBackground");
            cursor = Content.Load<Texture2D>("cursor");
            
            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
                Keyboard.GetState().IsKeyDown(Keys.Escape))
                this.Exit();

            // TODO: Add your update logic here
            cursorRect.X = Mouse.GetState().X;
            cursorRect.Y = Mouse.GetState().Y;

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            graphics.GraphicsDevice.Clear(backgroundColor);

            // TODO: Add your drawing code here
            spriteBatch.Begin();

            spriteBatch.Draw(menuBackground, windowRect, Color.White);
            spriteBatch.Draw(cursor, cursorRect, Color.White);

            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}
